update misc command notes

This commit is contained in:
Martin Michelsen
2022-12-30 14:29:13 -08:00
parent 08386c4019
commit 350afbb436
+18 -8
View File
@@ -2131,7 +2131,10 @@ struct C_SetBlockedSenders_BB_C6 : C_SetBlockedSenders_C6<28> { } __packed__;
// No arguments except header.flag
// C9: Broadcast command (Episode 3)
// Same as 60, but only send to Episode 3 clients.
// Same as 60, but should be forwarded only to Episode 3 clients.
// newserv uses this command for all server-generated events (in response to CA
// commands), except for map data requests. This differs from Sega's original
// implementation, which sent CA responses via 60 commands instead.
// CA (C->S): Server data request (Episode 3)
// The CA command format is the same as that of the 6xB3 commands, and the
@@ -2786,7 +2789,9 @@ struct C_MoveGuildCard_BB_0AE8 {
// E9 (S->C): Remove player from spectator team (Episode 3)
// Same format as 66/69 commands. Like 69 (and unlike 66), the disable_udp field
// is unused in command E9.
// is unused in command E9. When a spectator leaves a spectator team, the
// primary players should receive a 6xB4x52 command to update their spectator
// counts.
// EA (S->C): Timed message box (Episode 3)
// The message appears in the upper half of the screen; the box is as wide as
@@ -2887,9 +2892,10 @@ struct C_Unknown_BB_1EEA {
// spectator team.
// This command is used to add both primary players and spectators - if the
// client ID in .lobby_data is 0-3, it's a primary player, otherwise it's a
// spectator. (Of course, the other primary players in the game receive a 65
// command rather than an EB command to notify them of the joining
// player.)
// spectator. (In the case of a primary player joining, the other primary
// players in the game receive a 65 command rather than an EB command to notify
// them of the joining player; in the case of a joining spectator, the primary
// players receive a 6xB4x52 instead.)
// 01EB (S->C): Send stream file index (BB)
@@ -2956,8 +2962,8 @@ union C_UpdateAccountData_BB_ED {
// EE: Trade cards (Episode 3)
// This command has different forms depending on the header.flag value; the flag
// values match the command numbers from the Episodes 1&2 trade window sequence.
// The sequence of events with the EE command matches that of the Episodes 1&2
// trade window; see the description of the D0 command above for details.
// The sequence of events with the EE command also matches that of the Episodes
// 1&2 trade window; see the description of the D0 command above for details.
// EE D0 (C->S): Begin trade
struct SC_TradeCards_GC_Ep3_EE_FlagD0_FlagD3 {
@@ -2993,7 +2999,9 @@ struct S_CardTradeComplete_GC_Ep3_EE_FlagD4 {
// scrolls to the left.
// EF (C->S): Join card auction (Episode 3)
// No arguments
// This command should be treated like AC (quest barrier); that is, when all
// players in the same game have sent an EF command, the server should send an
// EF back to them all at the same time to start the auction.
// EF (S->C): Start card auction (Episode 3)
@@ -5698,6 +5706,8 @@ struct G_TournamentMatchResult_GC_Ep3_6xB4x51 {
} __packed__;
// 6xB4x52: Set game metadata
// This is sent to all players in a game and all attached spectator teams when
// any player joins or leaves any spectator team watching the same game.
struct G_SetGameMetadata_GC_Ep3_6xB4x52 {
G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetGameMetadata_GC_Ep3_6xB4x52) / 4, 0, 0x52, 0, 0, 0};